The Odyssey - || Strategy And Discussion ||

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The Odyssey - || Strategy and Discussion ||
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By Veydal1 2025-11-25 13:16:57
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Asura.Saevel said: »
Veydal1 said: »
I would highly recommend revising your sets for when creating MBs, and also checking with other party members to reduce their magic damage as much as possible. Any amount of damage is going to count towards that 'wall', it's not a magic number of 10k. That was the thought initially, but was proven to not be the case. A lot of spells go out to setup MBs with skillchain and debuffs. Can add up.

What does your SC setup look like? Some folks hitting in the 80's was because they were doing a shorter SC.

The standard 6-step SC with SCH and BLU -
Earth Element > Wind Element (Detonation) > Earth Element (Scission) > Wind Element (Detonation) > Dark Element (Gravitation) > Quadratic Continuum (Darkness)

Typical debuffs, including Impact (our RDM landed theirs before the SC even started). My BLU debuffs, Searing Tempest and Tearing Gust, each landed for 2k-ish.

That's a good point though. This is under the assumption that a 6-step is being performed.
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 Lakshmi.Haaydee
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By Lakshmi.Haaydee 2025-11-27 02:15:40
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We do use a 6 step but its different from the one you listed. Our 6 step is from the Velner clear video

Water - Blizzard - Nocto - Lumino - Stone - Amorphic Spikes.
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By Felgarr 2025-11-30 01:51:02
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Our group that does super charge runs on Saturdays attempted MBoze and I was ML50 Beastmaster. The first attempt to P.Ooze MBoze went off just fine. I had to use Familiar and Unleash, but it landed after 2-3 Ooze's with the following set. (It was Firesday if that matters). Here's the set I used:

ItemSet 401333
Ambu cape is: Eva/MEva+20 Pet:(M.Acc/M.dmg+20 M.Acc+10 PDT-10 Regen+10).

However, on our next entrance into Gaol, it didn't land through multiple Ooze attempts in that 15 minute time-span. I used the above set with Unleash, then Familiar with no luck. Our RDM offered Frazzle 3 as well with no luck either.

With 2 minutes remaining, I tried the above set in a hail-mary attempt. I modified my set with Agwu's Axe (R0) and Hesperiidae (R30). My thinking was: "Maybe I need Pet: All Attr+30 to close the gap?" (but yes, Pet: Magic Accuracy-5 in comparison). In all of the attempts, I was engaged with my Pet, so Smite (Pet Magic Accuracy+50 was in the works here. I also used Rolanberry Daifuku for an additional Pet: Magic Accuracy+75.

...BUT it still would not land! Can anyone offer any insight?

I would like to focus on the MBoze fight without RUN if needed, but if it matters, we were attempting an MBoze > Ngai > Kalunga super-charge run. (We were reserving RUN/SCH/WAR for Kalunga to do Reverberation+Hydohelix II, which needs WAR's Tomahawk SDT to land effectively). Here is the chart I made to break-down what is possible (I'm continuously updating it with our findings, so any help is greatly appreciated).

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By Felgarr 2025-11-30 02:22:39
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Doing some theory-crafting, I could replace:

  • Taliah Ring and C. Palug Ring for Murky and Fickblix (+17 Pet: Magic Acc)

  • Crep. Earring with Alabaster Earring (+5 Pet: Magic Accuracy)

  • HQ Rolan. Daifuku instead of NQ (+5 Pet: Magic Accuracy).

which is shown here:

ItemSet 401334

This would net me +27 Pet: Magic Accuracy, but this just feels so drastic...
 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2025-11-30 13:26:17
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Just swap the setups for kalunga and mboze. Kalunga much easier to land ooze on, and sch can helix mboze with the same setup, just wind? Not sure of element.
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By Felgarr 2025-11-30 13:34:14
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Cerberus.Shadowmeld said: »
Just swap the setups for kalunga and mboze. Kalunga much easier to land ooze on, and sch can helix mboze with the same setup, just wind? Not sure of element.

Thank you, we'll try this next event.
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By Tathamet 2025-11-30 14:21:45
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Ooze was always hit or miss with me for Mboze, even with stymie'd frazzle and bursting the ooze with a skillchain. Rayke+ooze would always work though.
necroskull Necro Bump Detected! [44 days between previous and next post]
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By Veydal1 2026-01-13 03:15:13
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Running through Bumba v25 again and I wanted to see if maybe I missed something, but there has to be a DT reset taking place midfight. The damage we see doesn't add up otherwise if the DT never resets. Wonder if it has something to do with Bumba's 2-hour timing?

For example, dealing 75k > 50k > 75k > 50k (Kaustas 1 & 3 and 2 & 4 using the same exact buffs / debuffs)

Now those numbers aren't exact, but you get the idea. Mid 70s to mid 50s but then back up to mid 70s? Then drops again to mid 50s. This seems fairly consistent as well. This is with tossing in Geo Helix IIs after each Kaustra.

Any thoughts? Someone with a better understanding of how the DT effect works want to chime in?
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By Carbuncle.Maletaru 2026-01-13 03:53:54
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I see that pattern sometimes, but not at all consistently. Here are all of the numbers I wrote down in our discord:
92, 66, 73, 66
97, 86, 75, 67
90, 82, 60, 40
96, 86, 60, 72

It's probably lacking some debuff or JA for some of the weaker ones. Rayke, gambit, enlightenment, int potion, impact wearing off, etc.
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By Vishwambhari 2026-01-13 04:16:12
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To add more to the mystery, below a post of one of the first wins(2023) where kaustra dmg went up after a lux tenebrae tenebrae rayke.
Bahamut.Lexouritis said: »
We beat bumba just now, probably took about 25 tries combined, about 5 tries for me. Misc might post something.

The one thing i'll edit in was our party comp:

1st ki: was THF DRG* WAR BRD SMN WHM this took it to 66% on the winning run, we were aiming for 63% but never reached it with this setup/people. I think there was an iteration that took it to 61% but i was n;t there and no idea what the 6th job was (might have been bst)

2nd ki: SCH RDM GEO COR RUN BLU

more edits: right when we zone din on 2nd KI our sch crashed so we lsot 3 mins there.

No MAB MAC aura, and we needed 3 wildcards lol. 7 secs left on clock on 2nd KI. Kaustras were 60kish, only 1 hit over 70k. Ironically, it wss the las tone that hit the highest iirc. That Last kaustra had a derp by me and was 1 lux 2 tenebrae on the rayke. Not sure if it was related or not for why DMG went up >.>. Extremely weird.

All of the Kaustras (5 total and 3 Tabula other than the last one had 3/3 Gambit rayke which were put on after impact landed, rayke after nocto landed but before kaustra cast)

It was stressfull as *** the last few mins since Kaustras wrere lower than usual and expected. I think me stealing invincible with larceny on the first KI pushed us over the top lol.

It's 90% R.N.G. 10% SCH uberness. GL

Multiple edits: kaustra numbers: 74895, 68555, 57766, 53667, 65712 (lux x1, tenebrae x2 rayke on the last kaustra)
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By Fenrir.Ahlen 2026-01-13 04:24:35
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Kaustra and helix do not get the magic burst bonus for resist ranks so rayke only helps for the resist checks on them. Reasons you are seeing second Kaustra lower is likely impact fell off the timing can be difficult. But there are many factors that can cause it besides that such as blu didnt searing tempest or tearing gust, no reset for gambit or enlighten, actual resist, many more causes.

There was a theory if you proc him some of the dt is removed but I haven't seen proof or testing for this.
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By Taint 2026-01-13 07:53:08
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We had similar numbers until we fixed our Impact timing.

First Impact we went early in the SC. 2nd late in the SC. Third early, 4th late. Fixed our issues of impact falling off.
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By Carbuncle.Maletaru 2026-01-13 08:06:07
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Taint said: »
We had similar numbers until we fixed our Impact timing.

First Impact we went early in the SC. 2nd late in the SC. Third early, 4th late. Fixed our issues of impact falling off.

On this note: Impact lasts 3 minutes (if unresisted). If you cast it in a macc set and it lands without any resist (I don't think it's a good idea to intentionally resist, since the resist could make it MUCH longer) then it will last for most of, but not the entirety, of your TR (which lasts 3.5 minutes).

Keeping this in mind, it's important to either:
Start the Impact very early so that it wears off (and can be recast) during/before the second SC
Cast the Impact in the middle of the SC (making sure that it doesn't MB) so that is lasts through the second SC

It's quite finnicky and we've had a LOT of issues with Impact wearing off in the middle of the second SC.

Of course this all applies the exact same way to the 3rd/4th SCs.
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By Lakshmi.Haaydee 2026-01-16 08:57:35
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Thank you to everyone who provided tips and inputs on how to approach the Bumba V25 fight and helped troubleshoot our runs. We were finally able to beat the mob last week but have been busy so haven't been able to type out impressions.

We spent about 10-15 runs over 3 weeks before we realized we had issues with the multi-boxed GEO and then people were busy over break so that contributed to why it took so long.

As noticed by the group above, we believe our issues were due to badly managed impact durations and confusion on when it actually wore. Once we adjusted impact cast times it only took 2-3 WC success runs to get the win even though we still had some resist issues. I have logs of the fights if anyone wants to take a closer look to troubleshoot but my group is satisfied for the time being as we don't expect to repeat it anytime soon.

On a slightly related note, I do want to bring up one last niche "tip"" we found that I had never heard of regarding WC manipulation via Snake Eye.

Apparently if you have a V or VI roll that is eligible for double up and have full 5/5 Snake Eye merits you can SE before the WC for a 50% chance of reset (slightly higher than the 44% of normal WC). So basically, toss up a roll and if you can get it to V or VI then while it's still eligible for double up, you use Snake Eye and then WC (do not double up). If you had a V, you will roll either a I or a VI; if you had a VI, you will roll either a 1 or a V. If your roll was not V/VI then you WC as per normal (ie do not Snake Eye) and still have your 44%ish chance of reset (assuming you have boots ofc). Since I had never heard of this before I did test it and in limited tests it held up. Again, its VERY niche and may not be practical elsewhere due to the specific merit structure it requires (especially on Bumba where you probably want 5/5 RD as well) but just bringing it up incase its new information to anyone else.
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By Veydal1 2026-01-20 12:22:42
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Congrats!

That's really interesting about the effect on Wild Card by Snake Eye. Is this assuming Relic Feet? Would be huge if Relic Feet increased this further...
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By Genoxd 2026-01-20 14:49:36
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Veydal1 said: »
Congrats!

That's really interesting about the effect on Wild Card by Snake Eye. Is this assuming Relic Feet? Would be huge if Relic Feet increased this further...

It's independent of relic feet. It's detailed on the JP wiki apparently, but feet do nothing in this situation. When the stars align and you can snake eye for WC the only 2 valid options are 1 or 5/6 depending. Snake eye will force/override it with a 50% chance of 5 or 6 else it will always be a 1 which doesn't matter for bumba.

Also to add another note, I believe our winning run the SCH also skipped Helix on the first MB since they were curious if the helix ticks also count towards the MDT reduction. It seemed like it did count because that run subsequent Kaustra MBs were significantly higher dmg.
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By Asura.Sechs 2026-02-19 02:32:42
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So yesterday after getting a friend two T1 V25 kills he was missing, we decided last min to attempt Marmorkrebs V25 for him.
I did it for myself years ago, with a PUG I led while I was on RDM, so my memory wasn't exactly fresh.

Yesterday I was on RUN and everything went fine for a while. Damage done on him was low but the damage received on myself was never really that dangerous.
Until at <40% HP a Sundering Snip hit me for over 3,7k and of course it killed me.

Now granted at that point I had lowered my attention, so clearly there's something I forgot to use Panacea on, something I didn't notice. The question is: what?

Sundering Snip should deal 60% HP damage according to Wiki, and 3,7k isn't 60% of my hp.
I had my standard tanking gear, Miso Ramen+1 up, Shell5 was up.
I THINK (but I'm not 100% sure) 3x Sulpor Valiance was up.

I was using Panacea on HP Down, I think I got most of them but I might have still had it up when Sundering Snip hit me.
Still that doesn't explain 3.7k damage received.


Please someone allow me to understand what I missed D:
I seemed to recall it had a dangerous MDB down move which you had to Panacea ASAP, but there's no mention of it on the wiki and still, reducing MDB shouldn't affect a move that is meant to do a fixed % of your HP as damage.
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By Asura.Hya 2026-02-19 06:35:51
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https://www.bg-wiki.com/ffxi/Marmorkrebs
Quote:
Danger: Riptide Eupnea's Max HP Down followed by Sundering Snip is a guaranteed K.O on your tank if the Max HP Down is not removed in time.
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By Dodik 2026-02-19 06:38:31
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Run is a bad tank for that fight. The double combo will get you eventually. Aegis Pld has no issue.
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By Asura.Sechs 2026-02-19 06:48:35
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Asura.Hya said: »
https://www.bg-wiki.com/ffxi/Marmorkrebs
Quote:
Danger: Riptide Eupnea's Max HP Down followed by Sundering Snip is a guaranteed K.O on your tank if the Max HP Down is not removed in time.
But then this means the info on BG wiki is wrong.

Sundering Snip is reported as doing 60% max HP (I assume it considers the "original" HP value of course, not the one reduced after the debuff you get from Riptide Eupnea) is wrong info.
I got hit for 3,7k by Sundering Snip.
3,7k is NOT 60% of my HP.

It means that move works in a different way.
I seem to recall there was a move giving you MDB down debuff, but I see no mention of it on BGwiki.
If there's a move like that AND Sundering Snip hit me while I had that debuff AND my Valiance hat just wore off, then I guess this could explain it?
Granted I was still wearing 50% DT so it means that 3,7k was actually a 7,4k...


@Dodik
I did this fight for myself aeons ago, I don't remember if we used RUN or PLD.
I seem to recall we used RUN because of Gambit/Rayke to avoid timing out but I could be wrong.
RUN is also nice to extend Light into double Light with Dimidiation but I guess PLD can do the same with CDC.
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By Dodik 2026-02-19 07:35:04
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The same move that gives -hp down gives -mdb. Without aegis' magic dmg reduction it's an almost guaranteed one shot regardless of hp.
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By Carbuncle.Maletaru 2026-02-19 07:37:01
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I've fought it a bunch and had the same issues with randomly getting unlucky with back to back TP mobs etc. Could be MDB down aura, could be his autos giving you MDB down, or some other issue.

Also: the damage might START at 60% of your max HP and scale up with debuffs.

I agree, I prefer PLD on this fight, and yeah both tanks have easy SC options. RUN is faster, PLD is safer. Neither is immune to the BS, gotta be careful
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By Dodik 2026-02-19 08:24:11
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Iirc it was autos that give -mdb not the def down move. Meaning -mdb cannot be reliably taken off.

I did the v25 fight for marmor as run. Worst v25 to tank as run including t3s.
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By Asura.Hya 2026-02-19 10:42:12
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Asura.Sechs said: »
But then this means the info on BG wiki is wrong.
I would call it incomplete, not wrong. As Maletaru said, it could start at 60% and scale with some other unknown factor. It could be similar to Ngai's Tidal Guillotine where if your remaining HP% after the TP move is below a certain threshold, it kills you instead. What we do know, and is documented both on the page and in the Testimonials, is that the combination of debuffs (MDB down, Max HP down, probably even MEva down from Aura, Dispelled Shell V, Encumbered in a bad set) and Sundering Snip reliably kills Rune Fencers.

I have done this fight many times; sometimes the Rune Fencer dies to every Snip, others only the occasional Snip, once they did not die at all. I have never seen Paladin die in this fight. Your group has to decide if they absolutely need the Rayke/Gambit to clear (likely meaning your nuking output is poor, I have seen BLM solo nuke this to win) and are willing to adjust the strategy to manage that risk, or if they want to play it safer with Paladin and accept the fight will be slightly slower. For what it's worth, since you are bringing Red Mage anyways, Marmorkrebs is susceptible to Gravity/Bind, so even in the event the Rune Fencer dies, your group can still kite/Burst until hate is reestablished.
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By Shiva.Thorny 2026-02-19 10:48:16
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Just another testimony that there's some other factor besides removing after Riptide Eupnea. I was using panacea immediately on any TP-inflicted debuff and still got one shot with nothing obvious in log when I tried with RUN tank. Add effect or aura seem like solid guesses.
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By Felgarr 2026-02-19 12:54:13
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Lakshmi.Haaydee said: »
Thank you to everyone who provided tips and inputs on how to approach the Bumba V25 fight and helped troubleshoot our runs. We were finally able to beat the mob last week but have been busy so haven't been able to type out impressions.

We spent about 10-15 runs over 3 weeks before we realized we had issues with the multi-boxed GEO and then people were busy over break so that contributed to why it took so long.

As noticed by the group above, we believe our issues were due to badly managed impact durations and confusion on when it actually wore. Once we adjusted impact cast times it only took 2-3 WC success runs to get the win even though we still had some resist issues. I have logs of the fights if anyone wants to take a closer look to troubleshoot but my group is satisfied for the time being as we don't expect to repeat it anytime soon.

On a slightly related note, I do want to bring up one last niche "tip"" we found that I had never heard of regarding WC manipulation via Snake Eye.

Apparently if you have a V or VI roll that is eligible for double up and have full 5/5 Snake Eye merits you can SE before the WC for a 50% chance of reset (slightly higher than the 44% of normal WC). So basically, toss up a roll and if you can get it to V or VI then while it's still eligible for double up, you use Snake Eye and then WC (do not double up). If you had a V, you will roll either a I or a VI; if you had a VI, you will roll either a 1 or a V. If your roll was not V/VI then you WC as per normal (ie do not Snake Eye) and still have your 44%ish chance of reset (assuming you have boots ofc). Since I had never heard of this before I did test it and in limited tests it held up. Again, its VERY niche and may not be practical elsewhere due to the specific merit structure it requires (especially on Bumba where you probably want 5/5 RD as well) but just bringing it up incase its new information to anyone else.

Congratulations on your Bumba v25 win! That's quite an accomplishment!

However, your description of 5/5 Snake Eye Merits, definitely applies to ordinary rolls with a 5 or 6, having a 50% of getting 11. If what you say is true, that your snake eye can effect Wild Card in this scenario, then this sounds very much like Bug Territory (unintended side-effect).
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By Shiva.Thorny 2026-02-19 13:13:49
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50% seems wrong. The logical way for it to work is that the roll calculation is the same for wild card and normal double-up.

So, if snake eye 'procs' to try to give you an auto-XI, you would get the difference between your roll and XI as your wild card result. That makes sense: a 5 would give you a 6 WC and vice versa.

However, unless wiki is wrong, the first merit doesn't count toward chance at auto-XI. Wouldn't that mean it only gives a 40% chance of a 5/6, which is worse than the base rate of 4/9?

Am I missing something?
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By Felgarr 2026-02-19 13:29:57
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Shiva.Thorny said: »
50% seems wrong. The logical way for it to work is that the roll calculation is the same for wild card and normal double-up.

So, if snake eye 'procs' to try to give you an auto-XI, you would get the difference between your roll and XI as your wild card result. That makes sense: a 5 would give you a 6 WC and vice versa.

However, unless wiki is wrong, the first merit doesn't count toward chance at auto-XI. Wouldn't that mean it only gives a 40% chance of a 5/6, which is worse than the base rate of 4/9?

Am I missing something?

No, you're right. It's 40% chance of 11 for rolls 5-9 at 5/5 Snake Eye merit.

I'm just surprised this works with Wild Card, allegedly. (I have no proof and just heard about this today).

Also, tangent: Any assertion of 50% effects with Snake Eye, probably relates to the JA recast being set to 0, with 5/5 merits and relic armor augments (gants? I forget)
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By Shiva.Thorny 2026-02-19 13:31:15
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Seems relatively easy to confirm that you only get 1 or the desired outcome with 20 or so WCs. But, the difference between 40% and 50% is pretty hard to tell and if it's 40%.. it's not helpful.
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By Genoxd 2026-02-19 13:35:45
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Here's where we got the info from: https://strikeret.hatenablog.com/entry/2024/07/11/000034

And if you go on the JP wiki it backs this as well. I did a very small sample size test but it was around 50% and works as stated in the blog. It's a 1 or a reset, never got any other numbers
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